This is a beginner book which contains lots of useful information one might need,
especially if the 'one' is new to our MUD, or perhaps to the world of MUDs in general. If
you have a question that you feel should be answered in this book, please mail me or
Maguest. This book can be found in the town hall to the south of Angalon's town square.
Enjoy.

Falke

Of the Creation, Change and Civilization of the Lands

These are the myths about the Lands of Angalon, the Worldsea that flows around it, the
Worldcave beneath it, and the sky above it. This mythology consists of many shorter myths
and legends, told in more detail elsewhere. There are also many myths and legends,
important or less so, that are not part of this mythology. But here are presented the
basic myths of Creation, Change and Civilization; knowing of them might help one
understand the diverse Lands more fully.

There was nothing to be
seen, in the time before creation. The Worldsea might have been there, and the sky might
have been there, but weather did not exist. No clouds existed, and no winds to create
waves on the water. It might have been light, it might have been dark, but the Worldsea
always reflected the color of the sky, and therefore nothing could be distinguished, all
was void. If the Watcher existed at all, it saw no meaning in what it watched.

What could be Niruel's origin? Did inspiration inspire herself into being? Philosophers
ask those questions sometimes, but found no answers, and there may be none to find. Niruel
the Inspirator, however, was there, a bright spark in the sky, clear for the Watcher to
see. Under the eye of the Watcher the spark grew into many: the sun, the stars, and the
moon.

It is said that then fish appeared in the Worldsea, silver fish, as stars of the
waters. If so, then Agon, the Embracer, is certainly the water's sun, and moon. Agon swam
freely through the waters, and embraced existence. Niruel caused winds, and Agon streams
in the sea, and soon surface of the Worldsea was broken into infinite waves.

Now there was a world to see for the Watcher. And when the Watcher watches, change will
occur, because unchanging things are not worth observing. If the watching causes the
change, or if the changing things cause the Watcher to observe them, is another
philosopher's question.

Leyya, the Builder, was home on the land, not in the Worldsea, although land had never
existed before. Leyya did not care about precedents, she, inspired by Niruel, created land
anyway, by piling rocks she found on the bottom of the Worldsea upon each other, until the
pile rose above the water. Leyya's Point, she called the tiny island of rocks she now sat
upon. Agon embraced the Point happily, not letting it go, while Leyya went on to create a
fishing rod. She caught the first fish.

Leyya's rummaging on the bottom of the Worldsea had caused a small crack to open, from
the Worldsea into the Worldcave, beneath it. Through the crack leaked water.

Voorg, the Mover, dwelled in the Worldcave, together with Zewwi, who was then only the
Dark One. While Zewwi cut rocks from the walls of the cave with his pick-axe, Voorg sat
idly in the middle, watching the pool of water on the floor grow slowly. "How to stop
this?" he asked wearily.

Zewwi smiled. "The water comes very slowly, and Worldcave is infinitely large, and
besides, if you let me work, the cave will grow faster than the water can fill it,"
he answered. How this infinite cave could ever have walls and grow, is for philosophers to
wonder about.

Voorg grumbled. "I am not afraid of the water filling the cave, I just do not like
the moisture," he said, for he was primarily a being of warmth and fire.

Zewwi shrugged. He cut another rock from the wall he stood in front of. A gust of
Niruel's wind touched him, and he said: "Ask Leyya, perhaps she can repair the hole
through which it leaks."

Voorg summoned Leyya in the Worldcave, and told her about his problem.
"Sure," Leyya said, "I can fix the hole, if you fry my fish for me."
She smiled triumphantly.

While Voorg fried her fish, Leyya stuffed the crack with dried seaweed. After that
Zewwi, Voorg and Leyya sat around the fire and ate from the fish. Meanwhile water soaked
slowly through the seaweed, and before they had finished their meal, water again dripped
through the crack.

"I can go and fix it again," said Leyya, looking at the water.

"Would that solve the problem once and for all?" asked Voorg.

"If I put a rock on top of the crack, probably at least for a few thousands of
years."

"There is no more permanent solution?"

Leyya started to shake her head, but then Niruel touched her softly, and she thought of
Leyya's Point. "If you are prepared to move," she said.

"Say how!" Voorg said. Zewwi smiled, as he foresaw change.

And Voorg pressed upwards against the roof of the Worldcave with all his might, pushing
the bottom of the Worldsea, higher, and higher, until part of it rose far and dry above
the surface of the water. Voorg then settled in a cave in the tallest of all mountain
ranges. He hoped that leaking water would never reach him again.

In those days, shortly after the Lands had risen above the Worldsea, it was a busy time
for Niruel. The Watcher watched her intently, and she touched the minds of the gods often.

The Lands were still hot, the lava boiled, and dust darkened the skies. Also white
clouds of steam had come in the air, and Niruel drove them towards the Lands, where it
snowed in the cold places, and rained where it was warmer. The lava cooled, and when the
dust settled, it formed fertile soil.

Seaweed started to grow on the fertile Lands, and soon the Lands were covered with
plants of many kinds.

One day, Zewwi came through a crack in the earth, perhaps it was the same crack through
which once water leaked, to visit the Lands. It was cold, and Zewwi was unprepared,
because Voorg the Mover, who ruled fire, had settled in mountains far away, and was
therefore not with Zewwi. Zewwi grumbled and tried to burn the plants for warmth, but they
were green and wet, like the seaweed they originated from. So Zewwi created tougher
plants, high, with a dry brown stem. Zewwi cut down the trees he had created, his Axe now
being a wood-axe in stead of a pick-axe, to build a fire. All but one were cut down and
burned. The Watcher looked kindly at the last tree, which was also to be the first, and
forests spread over the lands. Now, Zewwi was not only of the dark caves, but also of the
light forests. He was the first who created new life, and the first who destroyed it with
his Axe, therefore he was now of Life and Death. Zewwi became the Twosided.

Now, the Lands were covered with plants and forests. Leyya wandered through the Lands
and enjoyed the sights. But all was silent, only the sound of rain and streams and the
wind that blew through trees existed. Leyya sang and whistled to break the silence, but
soon she became tired and bored of that. And she thought of the fish in the Worldsea she
had caught, swimming through the water, and she thought of beautiful Niruel dancing
through the air, and Niruel came to her and touched her.

Leyya wandered to the sea, and caught another fish, but in stead of cooking it, and
eating it, she tinkered with it, and changed it until it was a bird, which swam in the air
instead of the water, and the bird flew away. The bird sat in a tree and whistled and sang
to Leyya, and Leyya was pleased. And because the bird had the spirit of Leyya, it started
building, a nest it made. Then it laid an egg. The Watcher watched the egg with interest,
and soon many birds were in the lands, eating the seeds of plants and trees. And more
birds formed from the older ones, because the Watcher liked looking at them. Now highest
in the air falcons flew, the birds of the Watcher, because they watched the Lands beneath
them like the Watcher watched the world. Sometimes even, the spirit of the Watcher
possessed a falcon.

In these early days, the gods held feasts on the surface of the Lands. All the gods
came to them except Voorg, because Voorg was retreated in his dry cave in the mountains,
and also the Watcher never came in person, and the nature of the Watcher is therefore
unknown to the people. Leyya had created barrels from the wood of the forests, and in
those barrels she had created wines, from the many different fruits now to be found in the
Lands. They were pleasurable for the gods to drink while listening to the songs of the
birds, and the gods drank them often.

At one of those feasts the Falcon of the Watcher was present, and the Falcon too drank
from the wines.

But the Falcon, with still the spirit of the fish from which she originated, drank too
much of it, and she got drunk. And her vision grew hazy and troubled for a while, and this
affected the Watcher.

The Watcher, with this troubled look, watched the birds in the sky and the fish in the
ocean, but the Watcher could not see them clearly. Their transformed images, animals and
beasts of many kinds, came into existence, from the hazy vision of the Watcher.

First they were too malformed to live, but the gods felt compassion and interest for
them. Leyya tinkered with them as she had with the fish, and Niruel touched them, and
Zewwi gave them life. Agon was happy to find creatures on the Lands now as well as in the
water, and embraced them. Only Voorg did not know of them and did not care for them,
although he noticed them later.

But still the vision of the Watcher had not cleared, and now the Watcher watched the
gods in stead of the birds and the fish, and the images of the gods came into existence.
And because of the power of their origin, the images came alive instantly, and needed no
touch or tinkering. But the gods felt compassion and interest for them too, as they were
hazy reflections of themselves. So, after a while people of many kind and form wandered
over the Lands. And because of their origins, they were able to do dark and light things,
create new things and destroy them too. Dolphins were dancing through the waters of the
Worldsea, the images of Agon. In the mountains, where Voorg lived, his images, which were
of great power and intelligence, became the Eldar Dragons, and they lived in solitude like
their origin.

So, now beasts lived on the Lands, and people. The people formed a civilization, with
the images of their origins, and the origin of the Lands, still vivid in their minds. This
civilization was called Karradan, its people the Karradani. The wizards of Karradan had
powerful magic. But the Karradani weakened, and the wizards started to misuse their magic,
until it disrupted the world strongly, which troubled and even threatened the gods. So
Zewwi hit Karradan with his Axe, which was now a battle-axe. An era of confusion and
turmoil followed, in which raw magic pestered the Lands.

Many beasts and people were changed during that time, into forms of great beauty or
great hideousness, forms of great power, or forms almost too weak to survive. And it is
said that even before the Axing of Karradan such being existed. Perhaps they were some of
the fish or other creatures in the Worldsea, or of the birds, or of the plants and trees.
Perhaps some were formed during the Falcon's drunkenness, and might even be reflections of
the gods themselves. Whatever their origins, they were beings of extremes, of outer ends.
To speak of what is good and what is evil is a matter of great difficulty, and this is
indeed a subject for philosophers. But it is said that some of those beings of extremes
were also good or evil more than the other beings that dwell in the Worldsea ,or on the
Lands.

Then, after Karradan was forgotten by almost all, the Dark Era ended, and new wizards
learned to tame the magic again, so that our civilization was started. Only on the islands
in the south parts of the old Karradan remained. Other islands have remnants of even older
cultures, or have never been inhabited at all, or have just recently been colonized. A
great diversity is found there.

In the era of confusion which followed Karradan, the two-sided magic of Zewwi leaked
through the crack that once leaked water from the Worldcave into the Lands, and beasts
were mixed with people. Those became the Shapechangers. First they spread through all of
the Lands, but now they have retreated again, to live closer to the crack, which is
rumored to be in Emberland.

The new civilization that eventually spread throughout the Lands started in Mineth,
were knights, under the pressure of outside invaders, created a stronghold of order in the
midst of turmoil. Trade started up again there, and soon Mineth grew into a teeming city.

Another place where civilization persisted during the era of confusion, was Angalon, a
small town founded by powerful wizards. The name of the town is the same as the new name
of the continent; Angalon, which now so called by the people of the Lands to honor the
town. That this town survived throughout all chaos is because of the protecting magic of
the wizards. The town has been since it was founded and still is a gathering place for
many adventurers, that set out from there on many voyages across the Lands.

The easiest way to become
familiar with the commands here on Angalon is to study the help texts available. To get a
list of the most of the subjects available you should type "help topics" from
your prompt. A few general comments follow about things you may find important:

Player commands: Besides the commands built into the game, many places define
additional commands which are specific to only that location or object. Frequently you can
get a clue about what those commands are in the text describing the object or place or its
contents. Words enclosed in single quotes (' ') are usually such commands. Searching and examining: One very good way to learn more about your surroundings is
to examine the items listed in the description of the place and by searching those items.
You can search anywhere, but you should not expect to find
something everywhere you search, and not all things that are found are nice.Combat: There are many adversaries out there to be found, but unless you are
attacked first, it is not safe to assume that everyone or everything you find is your
enemy. There are also a couple of helpful features available once you have selected your
opponent. The first is a built-in inability to attack an opponent who is far
superior to you. The second is "wimpy". You can set your wimpy level so that you
will flee from an opponent when your physical condition reaches a certain level
("help wimpy" for details). Healing: Once you have vanquished your opponent (or run from him), you will likely
need time to recover from the ordeal of combat. Time will of course heal all wounds,
however there are ways to help time along. Fatigue may be restored more quickly by
rebuilding you body's energy stores (ie. eating), while physical damage seems to heal more
quickly when you have had a drink or two (OK, OK.....when your are totally plastered).
The "bind" command ("help bind") will help you when you are not in
combat. There may also be other, more mystical, methods of healing available to those
resourceful enough to find them. Feelings: To provide atmosphere and enhance enjoyment, a wide range of feelings or
emotions are provided. To get a complete listing along with the syntax, use "help
feelings". New feelings may be added from time to time, but you will likely find that
the current list allows you to express yourself quite thoroughly. Quicktyper: One built-in feature which quickly makes itself indispensable is the
quicktyper. It allows you to set aliases for long or frequently used commands ("help
quicktyper" for details).Leaving: Once you are ready to quit from your current gaming session you will need
to sell all your equipment (unless you are only leaving for a brief period and the objects
you have are "recover"able). The only thing you keep between sessions is your money (there
are exceptions to this rule but they are few and very far between; It is not
safe to assume that an object will be in your possession next time you log in unless that
is explicitly stated in the item's description).

Each player has 6 stats:
strength (str), dexterity (dex), constitution (con), intelligence (int), wisdom (wis) and
discipline (dis). It is the average value of these stats that determine a player's
experience "level". The stats increase as a player gains experience, with each
stat getting a share of the experience gained. The size of the share is dependent upon the
learning preferences set by the player.

A player sets his/her learning preferences in the Adventurer's Guild, using the
"trance" command available there. The numbers chosen as preferences for each
stat while in a trance will be set relative to 100 to provide a percentage of experience
given to each stat (i.e.. the size of the share). For example:

If a player selects the following values as learning preferences: Str: 100; Dex: 100;
Con: 0; Int: 100; Wiz: 0; Dis: 0 then 33% of the experience gained under these settings
will go to Str, 33% to Dex and 33% to Int. The remaining stats will receive no experience
and will not advance.

Learning preferences can be readjusted at any time, thus allowing players to
concentrate on different stats at different times.

Skills represent knowledge
and training gained through instruction. Usually these skills are taught in guilds and the
instruction must be paid for with money. Skills are aids in accomplishing the tasks put
before one by "life". For some tasks little or no skill is needed, while for
others skills are essential. A set of basic skills is taught in the Adventurer's Guild.
For more specialized instruction, one must seek out the professional and lay guilds found
around the world.

The monetary system here is
based on the decimal system. There are four coin types: copper, silver, gold, and
platinum. Copper is the least valuable type and platinum the most valuable. So: 10cc =
1sc; 10sc = 1gc; 10gc = 1pc. Note: abbreviations for coin types are common, either in the form above where cc =
copper coin, sc = silver coin, gc = gold coin, and pc = platinum coin; or by dropping the
word "coin" and (perhaps) adding an "s" (coppers, silvers, etc.).

You can check your inventory ("i") to see what kind of coins you are
carrying. If you have more that 10 of a certain type, you will probably get the message
"many coins". When that happens you can '"count" your coins to see
exactly how many you have (ex: "count copper coins"). As mentioned in the GETTING
STARTED section of this book, money is about the only object you will be able to keep
between gaming sessions. So be sure to sell everything when you are ready to quit.

Coins have weight. While this is unlikely to present a
problem initially, you may one day find that carrying 40,000 copper coins is a bit
burdensome. To help you reduce your weight you can go to the local moneychanger and
convert one coin type to another (for a small fee of course).

The Fraternal Order of Noble Adventurers is an excellent resource for used equipment.
Players often begin the game with a trip to this establishment, just east of the
shop in Angalon town. Members of the Order donate equipment for other members to
use. You are expected to replace the items you have borrowed when you have finished
with them. With success of your own in your adventures, you may choose to contribute
equipment yourself, to benefit other new and recently-returned players.

In game terms, experience
is used as a measure of a player's ability to deal with the world, to overcome adversity
and survive. There are two kinds of experience on Angalon, combat and quest. Combat
experience is gained by slaying creatures and quest experience is gained by solving
quests. Of the two quest experience is the harder one to earn because it usually requires
careful thought. It is therefore also more valuable.

Because Angalon is not simply a killing ground, there is a relationship between the two
types of experience. The 'brute factor' is a measure of this relationship. As a player
kills things s/he becomes more brutal. When a player solves a quest, s/he becomes less
brutal. The change is not always noticeable to the player, but it always exists. As a
player becomes more brutal s/he learns less from combat (i.e. s/he gets less experience).

Once a player has learned some more general knowledge, s/he can learn more from combat
once again (i.e. when the brute gets lowered, the player gets more experience for combat).

Unfortunately, death comes
to (almost) all eventually, and is rather harrowing experience. So if death should find
you, be prepared to be set back somewhat as the process of preparing for another turn on
the wheel of life is quite taxing. Note that if you elect to change your race or sex
during that process, you will lose some of the skills you acquired in your old body as you
won't be familiar with the new body.

When you become sufficiently
experienced, and have demonstrated that your knowledge of Angalon is detailed enough, you
can attempt to enter the Tower of Immortality (assuming you can find it). You further you
knowledge of Angalon by solving the puzzles and problems found throughout the world.
Should you succeed in entering the tower, you have only to solve its mystery and you can
join the ranks of the Immortals.

Time in a mud is a messy concept; when traveling, time condenses for
mortals, and when fighting, time stretches again. Therefore, the highest
meaningful resolution of time is a day.

Angalon's days begin around the time of reboot, at 10:15am when this
document was written. They also end there. Nightfall may occur during
the reboot, or perhaps it passed while you were travelling on a ship.
Ships' schedules are remarkably efficient, intended to maximise your
daylight adventuring hours.

Days of the Week

Angalon's days are gathered into six-day weeks. The names of these days
are derived from the deities of Angalon. Hence we have:

1. Watcher's Day / Watchday

4. Agon's Day / Agday

2. Zewwi's Day / Zewday

5. Niruel's Day / Nirday

3. Voorg's Day / Voorgday

6. Leyya's Day / Leyday

Watchday is often considered a day of worship and rest. Angalon's
industrious inhabitants are very active throughout the other five days.
Many Angalonians celebrate festivities of all kinds on the evening of
Nirday. The afternoon of Leyday begins the "week end", and is often
a time for sports and contests. These traditions are familiar around
the city of Mineth and the towns of Sebron and Angalon. However they
vary greatly beyond these centres of civilization, and sometimes even
within various religious groups.

Weeks of the Month

Angalon's weeks are bundled into six-week months. The names of these
weeks are also deity-related.

1. Week of the Watcher / Watchweek

4. Week of Agon / Agweek

2. Week of Zewwi / Zewweek

5. Week of Niruel / Nirweek

3. Week of Voorg / Voorgweek

6. Week of Leyya / Leyweek

This provides for complete combinative assignment of deity pairs to days
of a month. Watchday, Watchweek is a particularly auspicious day for
the more pious civilized people. Shipbuilders may make special
preparations on Leyday, Week of Agon.

Months of the Year

There are twelve months in an Angalon year. Thus, there are 432 days in
an Angalon year. The spring and summer months were named during the
Karradani Empire, and show the names of important leaders:

Spring

1. Kedelis (father of Shealna, and leader of the
Southern Tribe)

2. Fery (mother of Shealna, and leader of the Northern
Tribe)

3. Shealna (founder of the city of Karr-Amis "Million
Stars")

Summer

4. Delarals (son of Shealna, king of Karr-Amis)

5. Haderas (grandson of Shealna. Founder of the empire. Renamed Karr-Amis
to Karr-Adan "million lights", capital of the empire)

6. Thereals (emperor who conquered the southern islands)

Seasonal changes are mild in much of Angalon, however winter can be
particularly harsh in the icy south. The autumn and winter months were
named (initially in a wry mockery) after some of the most evil Karradani
wizards that lived in the time of the Axing.

Fall

7. Terisiya ("Peeler of Dwarves")

8. Gyalen (indulged in magik known as Death after Death)

9. Murechas (revelled in the Axing, may have died trying
his best to compound the disaster)

Winter

10. Yuwoch (associated with a terrible
disease - may have created it)

11. Gedanken

12. Adirmes ("Tendons of Zewwi")

Years of Mortal Reckoning

The exact timing of the Axing is not known to mortals. It would be a grim
way to define dates in any case. The year "1" is attributed to appearance
of the Alseyrs, two powerful magicians who travelled the lands, imparting
the knowledge necessary to build defensible settlements and useful tools.
In the following years the Lanwardrs and Wardrs emerged, magicians like the
Alseyrs, who chose to settle down in specific areas to help those particular
beings. Further information may be gleaned from such places as the library
of Mineth. The current Angalonian year can be found using the 'date'
command.

You are also responsible for knowing and following the rules.
Ignorance of the rules is no excuse; you receive numerous warnings to read
the rules during character generation.

There are just seven rules, shown below in bold. Following these rules
and using common sense will suffice for most people, however the rules are
described in great detail below to ensure they are clear to everyone.

1.

You are responsible for your characters actions at all times:

...regardless of who is at the keyboard, or their physical condition
(ie, drunkenness, etc).
If your character interferes with the enjoyment of another player's
enjoyment of the game you may be subject to punishment.
It is highly recommended that you maintain a secure password here on
Angalon so that others cannot log in as your character.

Password tips: Don't use your login name in any form (as-is, reversed, capitalized, doubled, etc.).
Don't use your first or last name in any form.
Don't use your spouse's or child's name.
Don't use other information easily obtained about you. This includes license
plate numbers, telephone numbers, social security numbers, the brand of your
automobile, the name of the street you live on, etc.
Don't use a password of all digits, or all the same letter. This significantly
decreases the search time for a cracker.
Don't use a word contained in an English or foreign dictionary.

2.

Harassment, discrimination and/or attacks of any kind will not be tolerated.

Angalon is composed of more than just automatons. Other players are just
like you - real people with real feelings. We expect mature and
respectful behavior from the players in the game and won't tolerate
people who seek to harass other players or are nasty in general.
We won't go into spelling out 'maturity', 'politeness' and
'respectfulness' here; if you don't know you may find yourself being
removed from Angalon.

If you consider someone to be harassing you, and they don't stop after
you ask them to, you can use the 'harasslog' command to inform Council
(see 'help harasslog' in the game for more details). Please contact Council
as well, explaining the context of what happened in the log. Also,
remember that you can always 'quit' from the game if things get too
much for you.

3.

Multiplaying (or multiple characters) and transfering ownership of
characters is not allowed.

Simply put, one person in the real world is allowed to use only one character
on Angalon. Period. Trading, sharing, or giving away of characters violates this rule.
If you wish to remove your character to start a new one, see 'help removal'
inside the game.

Players without a valid email address will be considered duplicate
players and be subject to removal. Players caught multiplaying will be subject
to removal. If you share an email address with another player, please mail council
to avoid possible removal of either (or both) characters.

4.

Giving or asking for quest solutions is not allowed. Neither is
taking advantage of a bug.

Sharing or requesting information that leads to the solution of a quest
is not allowed. Many people have worked hard to provide you
with challenges to make Angalon exciting. Cheating on quests is a slap
in the face to the people who did that work. If you really want to cheat,
download a game and use cheat codes. Don't do it here.

Similarly, if you find a bug in the game that leads to a benefit for
your character, you are required to report that bug, either through use
of the 'bug' or 'commune' command or through mailing Council from any
game post office. You should not abuse that bug for your own gain. It
is also highly suggested that you do not share knowledge of the bug with
other players for them to abuse.

5.

Player robots are prohibited.

Angalon has enough non-player characters already. Note that aliases are allowed
(see also 'help quicktyper' inside the game). Triggers and scripts are allowed
to a limited degree - they should be there to assist playing, not
as a replacement. You should maintain control of your character at all times,
and a script should not be depended upon to make your character's decisions.

6.

A valid email address is required for your character.

This address is available to all immortals of the game. It may be used by
the administrators to contact you, should the need arise. Usually
because you've forgetten your password!

7.

Use of Guest by existing players is limited to emergencies.

Guest is a 'Player Character' ghost that prospective players can use to
look around and determine if our environment is to their liking. Guest is
not for:
retrieving loot from a corpse; exploring a new area; chatting with friends;
reading boards; reading the Top Players list; or anything else that your
character can do instead. An existing player can use Guest to alert
the council about a bug or other issue that prevents them from logging in.

Council determines the appropriate punishment for rules
violations on a case by case basis. This may take Council some time
for deliberation, as we try to be fair in this.
Council reserves the right to banish any character on their first
offense. Council will also make the final decision on the correct
interpretation of these rules. Any attempt to use a loophole in these
rules will be considered cheating.

Above all, please maintain a respectful attitude of our immortal staff and
your fellow mortals. You do not pay to be here, nor do we get paid for our
contributions to Angalon. We just want everyone, mortals and immortals
alike, to enjoy being a part of the Angalon experience.

Some of the punishments meted out over the years: in-game
jail time; lost experience or quest
experience; removal of coins or skills; removal from guilds; removal of
your character; permanent banning of you; permanent banning of your site.
The severity of punishment is influenced by factors such as: the severity
of the transgression; your past behavior (and previous rules violations);
your attitude.

Your actions may be monitored to ensure quality of the game and adherence
to the rules. We respect the privacy of our players, but we acknowledge
that we must sometimes invade this privacy to maintain the quality of
Angalon. We apologize in advance for this fact of life. Be aware that we
dislike having to do this, and will only do it when our suspicions are
already raised by other factors. That said, we will keep any personal
information that we may learn to ourselves.

Be aware that privacy on the Internet is not a given right, and we can
not guarantee that outside parties will not also be able to see what
you are doing on Angalon (or elsewhere on the net for that matter).

Immortal abuse of the privacy of mortals is punished harshly by Council.